// constants to change game perameters
#if !defined(ConstantsH)
#define ConstantsH
#include <string>
//--------------------------
//-----World Constants------
//--------------------------
const float GRAVITY(0.1f);
const float CAM_SPD(2.0f);


enum GAME_STATES
{
	NORMAL = 0,
	DIALOGUE,
	BATTLE,
	MENU,
	SHOP,
	INN,
};

enum charStates
{
	ON_GROUND = 0,
	IN_AIR,
};
enum charFacing
{
	N = 0,
	NW,
	W,
	SW,
	S,
	SE,
	E,
	NE,
};
enum mapIDs
{
	TESTMAP = 0,
	TOWNMAP,
	INNMAP,
	WORLDMAP,
	CASTLE_LVL1,
	CASTLE_LVL2,
	CAVE_LVL1,
	CAVE_LVL2,
	CAVE_LVL3,
	CAVE_LVL4,
};

enum CharClass
{
	HERO = 1,
	KNIGHT,
	WIZARD,
};

enum ItemIDs
{
	EMPTY = 1,
	MONEY,
	POTION,
	MP_UP,
	REVIVE,
	WEAPON,
	BITCHES
};

struct ChestsS
{
	int itemID;
	int Quantity;
	bool opened;
	int x;
	int z;
	int yrot;
};


//----------------------------------------------
//-----------------NPC DATA---------------------
//----------------------------------------------
const std::string SHOPKEEPER_SPEECH = "Lamp oil? Rope? Bombs? You want it? It's your my friend, solong as you have enough cash hmmmmm";
const std::string INNKEEPER_SPEECH = "Need a rest? One night 20 gold.";
const std::string TOWNSFOLK1_SPEECH = "Have you heard what happened to the Princess? How terrible!";
const std::string TOWNSFOLK2_SPEECH = "That news about the princess is terrible. Still, least I'm not an adventurer or something like you. I'd probably go and take an arrow in the knee!";
const std::string TOWNSFOLK3_SPEECH = "Yo dawg! I herd u leik yo yo's, so we put a dawg in yo, yo yo. So yo dawg can yo yo while yo yo yo.";
const std::string TOWNSFOLK4_SPEECH = "It's ok that im ripping off meme's because the creators are dead!.";
const std::string TOWNSFOLK5_SPEECH = "I heard the king is looking for brave adventurers to rescue the princess.";

struct NPCS
{
	int type;
	std::string speech;
	int x;
	int z;
	int yrot;
};

enum NPC_Types
{
	NORMAL_NPC = 0,
	INN_NPC,
	SHOP_NPC,
};

const NPCS npcArray[7] = {
// type,SPEECH,x,z,yrot	
	{NORMAL,TOWNSFOLK1_SPEECH,-100,-30,180},
	{NORMAL,TOWNSFOLK2_SPEECH,-125,-19,180},
	{NORMAL,TOWNSFOLK3_SPEECH,0,0,0},
	{NORMAL,TOWNSFOLK4_SPEECH,0,0,0},
	{NORMAL,TOWNSFOLK5_SPEECH,0,0,0},
	{SHOP_NPC,SHOPKEEPER_SPEECH,0,0,0},
	{INN_NPC,INNKEEPER_SPEECH,0,0,0},
};
#endif